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Great work!  Nice to finally get my hands on what you've been showing on your YouTube channel.  

Not much to complain about.  Like some others, I think the buildings could be a little smaller so the town is less sprawling overall.  Fireballs are kinda hard to see.  More indication of the shortcut keys would be nice, even just in the description.  I did not catch on to z and x at all during my first playthrough, (although I did go into the inventory screen, so maybe that's on me).

The music was probably the weak point of the experience for me (the songs themselves, I mean.  The lack of transitions is fine), but even that was nice enough.

I would also welcome gamepad input.  Hold-down-the-button power attacks would be nice too.

But those are all pretty insignificant.  On the whole it was fun!

(2 edits)

Just finished the demo, and I have some things to say:

(warning: very long)


Negatives:

-The bow was unsatisfying as it is the only auto-fire/swing weapon (from what I could tell) and it feels like it should be charged until its released for use in powerful sneak attacks

-Adding on to that last one, the weapons other than the bow feel like they should be auto-fire/swing because rapidly clicking is slightly annoying

-The pixelated tooltip text was squished together and was pretty hard to read

-The cave had horizontal lines in between textures that disappeared and reappeared as you walked, kind of like Minecraft's line bug (which might just be on my computer but idk)

-Like FilloSov said, once the player is noticed, the enemies should probably prioritize them instead of each other. Then you still have the nice detail of them fighting each other, but also makes the player more involved in the fighting instead of waiting for them to kill each other and then start fighting


And for things that are probably just because its a demo:

-Again, as others said, the town feels empty but big enough for a map to be necessary, the music transitions need a little work, there was little to interact with, and a tutorial should probably be added (or at least a tutorial to teach the buttons)

-The magic abilities (fireball and necromance things) seemed strange to have that early on without learning them

-There was little to no warning or context when major events/teleportation happened, which I hope is just because the demo is as short as it is

-Settings like resolution changing (if it doesn't mess with things to see further) and button mapping would be helpful as I personally find it awkward to hit z and x for abilities and tab for inventory

-The wizard's dialogue sprite was cut off to make a square sprite, making it look off (maybe pull a Stardew Valley and have a box around the sprite?)


Some positives:

-The melee combat feels nice 

-The art style is amazing and well-developed

-I enjoy this game even though I don't play RPGs often

(sorry I'm not good at giving compliments lol)

I wish the demo was released later on in development as it feels too short, and like I said before, needed that extra time to fill with more story context (unless it would spoil something). If any of these things were intended, then keep them in (these are just my opinions: it's your game so do as you please). The game feels like its heading in the right direction and I'm excited to see how the game looks in a finished state.

  • I like the target retinal shake when attacking

  • graphics look great

  • music is nice

  • liked running into enemies that were fighting each other

  • no apparent controller support

  • full screen doesn’t appear to work quite right on Linux

  • had a skeli attack when its hit animation

  • The ‘out of stamina’ sound seems to be out of place (not match other sounds)

  • needs an eat animation/sound

  • sword attacks 1x per click, bow repeats as long as the button is held down - I also expected the bow to charge when held down and shoot on release

  • wasn’t exactly clear if there were any specific goals/etc

  • the z/x key ability - I would like to see them in some sort of on screen UI

  • would be nice to have a close button when in a shop, had to guess at esc to close it

  • it wasn’t unclear to go to the village elder’s house to continue the quest(s)… I just found it by wandering and was about to quit thinking I hit the end of the demo

  • would be nice if spells targeted at the end of the cast instead of the start, so moving targets were easier to hit

(+1)

Just tried the demo after having binge watched the GameDev series. I have some feedback tho, both positive and negative.

The Good:

- The art is amazing, really. I like your style and I think that you made a very good job.

- The dialogues are not a lot in this demo, but I appreciate the idea of having a town full of people to interact with.

- The feeling of the combat is really, really good, and when the monsters started mashing each others you brought a smile on my face.

The Bad:

- Even if I liked the mechanic of enemies clashing against each other, I think that when they spot the Player they should focus on him/her. It's not fun to wait every time for them to be weakened by each others.

- The town was too big and too disorienting. I was lost and I even thought on leaving the demo because of it. You could add a map or some road signs. Are you sure to keep the houses in that way? I would prefer to have smaller houses from the outside that become bigger when you enter in them so they can be closer to each other and the village will be looking better (imo)

- Ranged weapons seem to be far superior than the melee ones. This could be an impression due to the small umber of enemies in the demo, but with the magic wand or the bow is almost impossible to be hit, while with the sword you always risk to be damaged.


I wish you all of luck and I hope the kickstarter Project will perform good! 

my main complaint is that i just want to be able I to interact with the emvoment like cut down trees burn bushes such and such like that

(-3)

Just noticed thqt the character you control, got his sprite animation locked. For example facing the same way going up, down, left, right. If I use the weapon to another side. The sprite changes to that direction. When moving again that sprite is locked.. So bug I guess?

I think the sprite animation is locked on purpose, since you can control the direction you are facing with your mouse. In this way you can`, for example, run to the right and attack to the left at the same time.  This is a design choice, not a bug

While playing, I was a bit annoyed by the music, it just changed.. nothing else.

And yes the last person to comment did say to fade in and out music, I don't really like that fix. 

Recently I watched a video on adaptive music, so instead of fading in and out music, I'd like it if there was a short clip of music that would play between transitions.

If you don't understand what I mean here's the video: 

(+1)

reeeeeeeaaalllyyyy gooooodd, i don't have words to describe it.

(1 edit) (+5)

Just tried the demo for a few minutes. I know I'm being pretty picky, but if you want my feedback and opinions on it, here it is:

- There was no warning here that it was a godot dev build, so the godot cmd window scared me a bit. I also had to run the game as admin to get rid of some error, and closing the window closes the game? I guess this is good for finding bugs but a slight annoyance to whoever is playing.

- There are no instructions on how to play, nor here nor ingame. Didn't figure out even how to open my inventory other than clicking chests, still don't know the game shortcuts, etc.

- The high-res font felt out of place inside the game, breaking the pixel aspect of it. I'd have preferred a pixelated font by a lot, personally.

- It's very easy to get lost. Nothing shows you where to go other than dialogue, you start in the middle of nowhere, I can't see my objectives nowhere on the screen nor on menus. Even a minimap or map button could have helped. This is the main thing that drove me away from the demo. I get lost easily and couldn't enjoy the demo mainly because of this.

And lastly there are a few things related to polishing that I can forgive since it's a demo, but really should be fixed before the final game in my opinion:

- The music transition felt horrendous when changing areas, since the old music very instantly shuts down so that the new one comes in. Should have been a smooth fade, of course.

- The town felt very empty; this is very obviously because it's just a demo for now and will very likely be fixed soon, but adding houses with nothing inside and fences with no animals inside (not even birds) still hurt me a little to look at. I personally would have liked if you just placed a bunch of birds inside the fence as placeholders, at least, or something like that.

There are a few other things that I already forgot or are just nitpicks, but this is my opinion on the game. The thing I liked most was the game atmosphere indeed, but with all the above in the way it felt a bit like an unfinished walking simulator. I do think the final product will be really good, though.

(+1)

Nice!

Idk pretty good 

(+2)

can you add a linux build please :D

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